Blizzard is planning for gears and stats in Catalysm. Many players are starting to panic since this change will dramatically affect how many classes will work. As healing priests, these are the stats we currently use:

• Stamina
• Intellect
• Spirit
• Spellpower
• Haste
• Crit
• MP5

The launch of Cataclysm will entirely remove MP5 from the game. That’s one less stat for us to worry about. Spellpower will be gone from gear too, except for on caster weapons. In this way, we can avoid seeing everything as a hunter weapon. A new mechanic, mastery, is added to the game to encourage players to wear gear in their own armor class. It might be irrelevant to us since we are already limited to one armor.

So now the list of stats we’re going to use looks like this:
• Stamina
• Intellect
• Spirit
• Haste
• Crit

You will notice that there’s not too much difference. But, the changes will definitely change how stats work, or more specifically the way we prioritize them. It is still too early to tell what priority system we will applying. Here are more changes:

Intellect: With spellpower no longer being available on gear, intellect is where spellpower will be coming from. Currently, intellect increases the size of a priest’s mana pool, and her critical strike rating. While I’m not sure if the crit relationship will remain, Blizzard said that intellect will not provide as much mana to players as it currently does, implying that intellect will still affect the size of mana pools. However, the change means mana pools will not be scaling upward as dramatically as they did from 70 to 80 in Wrath of the Lich King, and mana regeneration will be more important as a result.

Spirit: Blizzard said they are probably going to be reworking the entire mana regeneration system and that spirit will only be found on healing gear from now on. This means it will soon be very easy to pick out healing gear since all cloth with spirit will be specifically made for healing priests. However, it could also mean that it is more difficult to share pieces of gear with your shadow set. Though, it’s a little too early to know.

Stamina: We will be seeing more stamina on gear so that our health pools are more similar to plate wearers. This will make us less vulnerable to random damage, but make healing non-tanks a little more taxing.

They are really dummy-proofing gearing. At least for healers, anyway; dps will still need to account for stats like hit in order to deal damage to bosses. There will be new ways to customize gear or reforging but the new stat system will make it harder for players to end up with the wrong base pieces in Cataclysm. Picking the right gear won’t be as important as knowing how to properly tune it for your needs.

The changes that Blizaard plans to put into effect can lead players into thinking if we will all look alike in Catalclysm. Also, if the difficulty of gearing is going to go down then the difficulty of raiding in general, apart from mana regen and healing, go up. Time will only tell if more tough content will be added in Cataclysm.

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Nothing can be very handy as key spells essential to your success as healer along with most iconic spells. The restoration talent tree is versatile and very strong. Augment and boost your existing ability with the use of these talents.

Talent Overview

You can move the points around as you fit. Restoration talents that are in bold are considered expendable. Talents that are in italics are ones that are more PvP centric thus have limited application in PvE.

Restoration:

• Improved Healing Wave: Five points invested in this talent can go a long way. A half second reduction on your big heal can be the difference between a tank dying and causing a wipe or saving the day.
Totemic Focus: Reducing the cost of casting them is not as important as it used to be. You can ignore this talent, we will be spending these points elsewhere.
Improved Reincarnation: The talent is useful when soloing and leveling, but otherwise the points are better spent elsewhere.
Healing Grace: This is primarily used in PvP but there are some mobs that do purge your buffs off of players. It is highly suggested to ignore this talent unless you plan to do some PvP.
• Tidal Focus: 5% reduction in the cost of your healing spells can count for quite a bit. As a class that lives global cool down to global cool down, reducing the cost of your healing spells by any amount will be beneficial for you in the long run.
• Improved Water Shield: Every single one of your healing spells has a chance to trigger this upon gaining a critical heal. This talent is essential to your mana returns, the more you cast, the more you crit the more mana you receive from this talent.
Healing Focus: If you find yourself suffering a lot of push back on your spell casts, this talent is worth picking up.
• Tidal Force: Being able to to increase the critical strike potential of your Lesser Healing Wave, Healing wave and Chain Heal every three minutes is amazing. This talent is perfect for when bosses hit soft enrages or there is gobs of raid damage that needs to be healed through. Don’t leave home without it.
• Ancestral Healing: This talent reduces the physical damage done to a target by 10% whenever you critically heal them. Any damage reduction to the raid will only increase survivability and is well worth the talent point investment.
• Restorative Totems: You are likely to have one of these two totems down at any given point in time, anything that increases their effectiveness is helpful to you. This is a must have talent.
• Tidal Mastery: This talent gives all your healing spells an additional 5% critical strike chance. This is another staple talent. It has a direct impact on your healing output and there is no reason not to take it.
Healing Way: This can be extremely useful when you need to tank heal or for fights that can call for large nuke heals on a target in order to survive.
• Nature’s Swiftness: The talent has had it’s cooldown reduced by one minute down to two minutes. This allows you to turn any of our heals into an emergency heal as well as allows you more mobility on fights where you are forced to move but still need to lay down some larger heals.
Focused Mind: While some fights may benefit from this in PvE, there are not enough encounters that silence or disrupt you that can justify taking this talent.
• Purification: This talent increases your overall healing by 10% if you put the full five points in. This is a must have talent as it does nothing but help your healing output.
Nature’s Guardian:This talent remains primarily a PvP talent. The points are better spent elsewhere.
• Mana Tide Totem: This talent allows for you to recover almost a full quarter of your maximum mana in 12 seconds. Not only does it allow you to recover your own mana, but anyone in party with you will gain back the same amount of mana. No resto shaman toolkit is complete without this.
• Cleanse Spirit: This talent allows you the ability to cleanse curses, diseases and poison all with one spell. This makes you more versatile and is a must have talent for any restoration talent build.
• Blessing of the Eternals: This talent does two very important things. First, it increases your spell critical chances by 4% and increases the chances of applying the Earthliving Weapon heal over time effect by 80% when the target of your heals is at or under 35% health. This comes in very handy on fights where the raid can potentially take a lot of damage
• Improved Chain Heal: This talent does nothing but augment what is arguably our strongest heal. That 20% healing increase scales as you increase your gear and spell power. There is no reason not to take this talent.
• Nature’s Blessing: This directly increases your healing output and scales with gear. This is a must have.
• Ancestral Awakening: Every time you gain a critical heal with Riptide or either healing wave, this will heal someone for 30% of the amount healed. This is a free heal no reason not to take it.
• Earth Shield: A shaman iconic spell, this talent is a must have for every restoration shaman.
• Improved Earth Shield: Another must have, this makes Earth Shield so much more effective.
• Tidal Waves: This talent gives both of your healing waves a boost whenever you cast Riptide or Chain Heal. This talent does nothing but help increase your healing output, and should always receive a full five talent points.
• Riptide: This talent and spell has become a staple of shaman healing. This talent works to proc many of your other talents, is instant cast and gives you a heal over time. You will be using this spell quite frequently and you should pick it up as soon as possible.
Enhancement:
• Ancestral Knowledge: This talent increases your overall int, and has amazing synergy with Nature’s Blessing. This is a must have.
• Thundering Strikes: This talent gives you another 5% crit with full five points invested. Since all your best abilities benefit from critical heals, this talent is a must have.
• Improved Shields: This talent allows you to gain more mana from your Water Shield as well as increasing the healing amount of Earth Shield. This is something no restoration shaman should be without.
Elemental Weapon: This talent augments the healing bonus of your Earthliving Weapon by an additional 30%, but the points can be used elsewhere if necessary.

As you can see we have a multitude of very useful talents that help to flush out our small list of heals into an impressive tool set.

Glyphs

Here is a list of restoration specific glyphs.

Major Glyphs:
• Glyph of Chain Heal
• Glyph of Earth Shield
• Glyph of Earthliving Weapon
• Glyph of Healing Stream Totem
• Glyph of Healing Wave

• Glyph of Lesser Healing Wave
• Glyph of Mana Tide Totem
• Glyph of Riptide
• Glyph of Water Mastery
Minor Glpyhs:
• Glyph of Renewed Life
• Glyph of Water Shield
The most common choices for major glyphs among beginner shaman are Glyph of Chain Heal, Glyph of Healing Stream Totem and Glyph of Water Mastery. There is actually some pretty solid reasoning behind this.

Water Shield currently gives a passive bonus of 100 MP/5 whenever it’s active. With the Glyph of Water Mastery this becomes 130 MP/5. A lot of beginning shaman struggle with mana consumption and every little bit helps as you work to earn the gear you need. 30 MP/5 might not seem like a lot, but in a two minute fight that turns 2400 mana into 3120 mana gained. That can be the additional mana needed to keep the tank or the party alive, and all the difference between a wipe and a win.

Glyph of Chain Heal is very common among all levels of restoration shaman whether beginners or experienced raiders. The glyph adds an additional target to chain heal extending it’s reach from three to four. That means in most heroics, depending on positioning, you may be able to hit the entire party with one heal. This continues to be useful in the end game as increasing the number of targets healed by your Chain Heal can help get that little bit of extra healing on clusters of melee and ranged.

Glyph of Healing Stream Totem is often times overlooked, but is actually very useful. Restoration shaman can use Healing Stream Totem in many situations. There are several fights that force you to move or can temporarily incapacitate you both in raids and heroics. No matter what happens to you (short of dying) this totem will keep healing not just one target, but your entire party. The totem scales with your spell power so trinket procs and temporary consumables will affect it as well. Beginner shaman has found the use of this totem with the glyph to be helpful in evening out raid wide damage and assisting their healing.

As you progress in gear and start to define your role you may start looking at other glyphs. Glyphs should be used to fill in gaps and strengthen your weak points, or to augment your abilities to get that little extra out of them. Some may be situational useful and others may not be worth your time at all. Lets say you find yourself casting nothing but Riptide and Lesser Healing Wave, those two glyphs may be more useful to you than Glyph of Chain Heal. It’s all about finding what is most useful to you and the role you choose to play.

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NetEase gets the approval of the General Administration of Press and Publication to sign off on launch of Burning Crusade.

The Burning Crusade is set off to widen its journey in China. The initial rejection in November didn’t stop NetEase to seek another attempt to earn the approval in China. The company has announced that China’s General Administration of Press and Publication has approved its application to localize the first World of Warcraft expansion.

The game had its first rejection last year. It was just one part of a GAPP crackdown on World of Warcraft’s local operator. The regulatory agency said NetEase operates Blizzard’s massively multiplayer online role-playing game without proper approval in the country due to “gross violations” of local laws.

Roth Capital Partners analyst Adam Krejcik blamed the revocation on a dispute between China’s Ministry of Culture and GAPP, which had been intensifying the clamp down on online gaming.

GAPP officials took action by ordering NetEase to stop charging players to the game in China and halted acceptance of any new registrations. NetEase has not commented if the said issues with GAPP have been resolved or when registrations and regular charging practices might be resumed.

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Care to know how arcane can help advance your character?  We hope you got the basic primer you need in the world of arcane mages.

1. What is arcane?

This tree is found at the leftmost of the three mage specs. It focuses on magic that is neither fiery nor frosted. It is current single-target pure DPS champ in terms of mage specs go.

2. Arcane Benefits
• Extremely high damage
• Simple rotation
• Low hit cap
• Provides good raid utility
• Missile Barrage is awesome

3. Arcane drawbacks
• Highly dependent on timely procs for mana efficiency
• Cannot sustain highest DPS rotation
• Rotation is fairly boring
• Sub-par AoE

4. Stats to look for

You don’t ever really need to actively seek intellect and stamina out since they will be on just about every item you get. Spell power generally won’t be that big of a deal but then you can never have too much spell power.
• Spell power. The benefits of arcane differ from spell power by a large margin. Other stats may decrease in value as you get more of them. Spell power, however, will always be spell power. The bottom line is that gaining spell power will increase your DPS, no matter what.
Haste. This decreases the cast time of your spells. Haste is a good thing because Arcane Blast takes forever to cast, that requires you have to stand still to cast it. More Arcane Blasts in less time means more mobility, more Missile Barrage procs, faster global cool downs on all your spells, and less time spent channeling things like Evocation and Arcane Missiles.
Crit rating. This increases the percentage chance that your spell casts will critically strike. Arcane isn’t nearly as crit-dependent as other specs, and you will get most of what you need here from the gear you already had.
• Hit rating. This increases your chance to hit monsters that is extremely important when fighting raid bosses. It is because raid bosses are considered to be three levels higher than you. The cap for a properly talented arcane is 289. You need that exact number, no more, no less.
• The priority order here is hit (until capped), spell power (always), haste, and then crit. Intellect is the next most valuable stat, especially given arcane’s talents. But then you will generally have enough of it on your gear already.

5. Stats to avoid

Stats is not that bad but you don’t need to actively search for them either.
• Spirit. This increases your out-of-combat mana regen rate, your in-combat regen rate if you use Mage Armor or have Arcane Meditation, and the crit rating bonus granted by Molten Armor.
• Mp5. Not a mage stat. We have no talents that increase it, and more than enough other ways to conserve or regain mana. If your group’s pally gives you Blessing of Wisdom instead of Kings, politely ask him to reconsider.

6. Typical PvE talent setup

There are a lot of quality arcane specs out there that vary quite substantially. Below is a common cookie-cutter spec. There are multiple ways to tweak it, but I’d advise against putting anything less than 51 points into the arcane tree. Though Arcane Barrage doesn’t fit into an optimal arcane rotation, it has a lot of situational uses that would be impossible to replace. No 21 point talent in either of the other trees is worth losing it for.

7. Talent overview

Arcane
• Arcane Subtlety: The point here is solely for the sake of threat reduction, though you can easily justify two if aggro is an issue for you.
• Arcane Focus: This is mandatory for the hit increase. The mana cost reduction is just gravy.
• Arcane Stability: Though you can argue for taking a full 5 points here for encounters in which you are likely to get smacked around a bit, generally 3 points is going to be enough. If you’re confident in your ability to not get hit, these points can be redistributed elsewhere. Still, nothing hurts like a fully stacked Missile Barrage/Arcane Missiles getting cut down before its time. So young. So full of promise. Such a waste.
• Arcane Concentration: This is a mana conservation tool (nothing’s as delicious as a free 4-stack Arcane Blast), and a substantial DPS increase through Arcane Potency later on.
• Magic Attunement: The benefit here is the extra range, which is crucial in a large number of encounters.
• Spell Impact: Flat damage increase to Arcane Blast, my primary nuke? Yes please.
• Focus Magic: Put this on a holy pally and see if he doesn’t subconsciously throw a few more heals your way that normal. Oh, and the near-constant extra crit you’ll be enjoying is nice too.
• Arcane Meditation: Extra mana regen. If this isn’t a problem for you, you can consider placing these points differently.
• Torment the Weak: In a raid setting, there will always be a slowing effect on your target in one form or another. This talent provides a very significant damage increase for the points.
Presence of Mind: For one point, you’re getting an instant Arcane Blast often enough to be worthwhile. Also, you have to take this to open up four other talents you want.
• Arcane Mind: The extra intellect becomes more important later in the tree, and this increase is substantial for the points.
Arcane Instability: 3% damage and 3% crit chance? That’s a lot of awesome in just 3 talent points.
• Arcane Potency: This giant 30% crit chance, between PoM uses and Arcane Concentration procs, will pop up regularly.
• Arcane Empowerment: This talent was never bad, but now it’s unmitigated awesome. The fat damage increase to your two primary spells is enough all by itself to make this talent mandatory, but the added raid damage buff on all of your crits sends it to a whole other place. A place where everybody does more damage.
• Arcane Power: The old, reliable DPS increaser for those burn-down moments when you absolutely must make something dead right frigging now.
• Arcane Floes: This cuts the downtime on your two major DPS cool down buttons, but also reduces your Evocation cool down to a meager two minutes, making you the envy of other mages everywhere.
• Mind Mastery: This not only provides you with extra spell power (always a good thing), it allows that bonus spell power to scale along with your gear as you progress through content.
Missile Barrage: Yay.
Nether wind Presence: 6% haste is a whole lot, and arcane needs it.
Spell Power: That 50% crit damage buff is meaty.
• Arcane Barrage: This is your tree-capper, and though it only truly shines in PvP, you’ll find it invaluable for getting rid of Arcane Blast stacks when Missile Barrage refuses to proc, and in any fight where you have to stay mobile. Plus, it looks pretty.
Fire
• Incineration: 6% crit chance to your primary nuke. More than worth the 3 point excursion to the fire tree.
Frost
• Frostbite: Spoiler alert: this talent isn’t the reason you’re going into the frost tree. I know. Crazy, right?
• Ice Floes: This is actually nice for a number of reasons. And that number is two. First, it means you can Ice Block more often, which translates to fewer gruesome painful deaths. Second, it reduces the cool down of Icy Veins, which is much of the purpose for spending these points in the frost tree anyway.
• Ice Shards: Wave goodbye to these talent points…you won’t be seeing them again. But they have to go somewhere. This is as good a place as any.
• Precision: Ah, now here’s the first reason we detoured into this tree. This, coupled with Arcane Focus, gives you full 6% hit chance purely from talents, which gives arcane the lowest effective hit cap of all mage specs.
• Icy Veins: And this is the second. Icy Veins will pop up every couple of minutes, and when coupled with Arcane Power provides you with a phenomenal burn-down button. The pure joy you’ll feel when you pop this, the Shaman pops Bloodlust, and your Arcane Blasts come out as fast as you can spam them for 20 seconds, is beyond the comprehension of mere mortals.

8. Leveling as arcane

This is a comparatively bad idea until you get to level 64 and finally obtain your spec’s primary spell, Arcane Blast. When I die, I will ask Jesus why Blizzard refuses to make this spell available earlier to the spec that relies upon it. Then the good lord will look down upon me and say, “LTP nub.” But barring divine wisdom (or a blue post) bestowing upon me the answer, I suppose I will have to settle for my current state of perpetual bafflement.

It’s not that arcane mage leveling is terrible, just that you’ll have an infinitely easier time of it if you spec frost or fire instead. Arcane’s best spells don’t come until much later in the game. Does 60+ levels of using untalented Fireball/Frostbolt as your primary DPS spell sound good to you? No? That’s cool; you can always spam Arcane Missiles I guess. Because until you hit level 60 and can finally take Arcane Barrage, that’s your sole tree-specific damage spell. Have fun with that.

Arcane leveling can be done, but it’s simply not a lot of fun for the majority of the game. Switch to it at level 64, though, and you’ll have a great time from Outland through Northrend. If you insist upon doing it, then talent your way down the arcane tree first, because you’ll want Arcane Barrage as soon as possible, and make certain you fully talent into Arcane Stability right away. You’ll want to make sure your Arcane Missiles are uninterruptible ASAP. Prismatic Cloak is another must-have leveling talent. Nothing saves a mage’s life like instant Invisibility.

I’ve recently written an entire series on mage leveling, so visit that if you want a more comprehensive guide.

9. Your basic arcane rotation

Arcane’s max DPS rotation is actually pretty simple: spam Arcane Blast forever. This will kill everything. Unfortunately, it will also kill your mana pool. It’s an unsustainable rotation.

Your actual rotation should look like this: Arcane Blast x 4–>Missile Barrage+Arcane Missiles–>repeat. Missile Barrage is the key here. If it doesn’t proc after 4 Arcane Blasts, you have a choice. You can either get rid of the stack with an Arcane Barrage (also the best choice if you need to move), or cast another Arcane Blast in the hopes of finally proccing Missile Barrage. This can be rough on your mana pool, so you have to choose judiciously based on the current state of your mana and the time left in the encounter.

Use Arcane Power, Icy Veins, and Presence of Mind pretty much every time they’re up, and when you run out of mana. The fact that you run out of mana should not happen often if you are a conservative user of your Arcane Blast spam and Missile Barrage. In fact, if you can, it can pay to time an Evocation along with Icy Veins or a Bloodlust pop by the Shaman.

For AoE: Arcane AoE sucks. Your best AoE spell is Arcane Explosion, which requires you to

A.) be in the middle of lots of things that like to eat mages, and

B.) burn through mana like nobody’s business.

In this case, you’re better off standing at range and spamming Blizzard. Your AoE DPS is going to stink but again no one really cares about that.

10. Gems

The TL: DR version is below:
• Gem for spell power first, second, third, and always, if you can help it.
• It’s largely a bad idea to gem for intellect, spirit, or crit. You have plenty of all of those stats already.
• Gemming for haste is defensible, but you’re still almost always going to be better off with a spell power gem in the same slot.
• Your meta should be the Chaotic Skyflare Diamond.
• Unless the slot bonus is spell power, don’t worry about matching slot colors. Just gem for spell power and call it a day.

11. Enchants for endgame

It lists the best enchants for every slot, plus some low-cost alternatives for those tight on the budget.

12. Glyphs
• 1st major slot: Arcane Blast. It’s a flat DPS increase, which is always nice in a glyph.
• 2nd major slot: Arcane Missiles. Another nice DPS increase provided by this one.
• 3rd major slot: Use this slot to glyph your armor spell of choice. If you need mana, go with Mage Armor. If you don’t, go with Molten Armor.

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The following realms will be undergoing emergency maintenance today from 2:00 a.m. PST / 5:00 a.m. EST until 7:00 a.m. PST / 10 a.m. EST. The maintenance is underway to resolve performance issues on most of the realms.

See below for the full list of affected realms.

* Aegwynn
* Agamaggan
* Aggramar
* Akama
* Alexstrasza
* Alleria
* Aman’Thul
* Arathor
* Argent Dawn
* Arthas
* Azgalor
* Azjol-Nerub
* Azshara
* Baelgun
* Balnazzar
* Barthilas
* Blackhand
* Blackrock
* Bleeding Hollow
* Bloodhoof
* Bloodscalp
* Bonechewer
* Boulderfist
* Bronzebeard
* Burning Blade
* Burning Legion
* Caelestrasz
* Cho’gall
* Chromaggus
* Crushridge
* Daggerspine
* Dark Iron
* Darkspear
* Dath’Remar
* Destromath
* Dethecus
* Detheroc
* Draenor
* Dragonblight
* Dragonmaw
* Draka
* Drakkari
* Drak’thul
* Dreadmaul
* Dunemaul
* Durotan
* Earthen Ring
* Eitrigg
* Eldre’Thalas
* Elune
* Emerald Dream
* Eonar
* Eredar
* Feathermoon
* Firetree
* Frostmane
* Frostmourne
* Frostwolf
* Garithos
* Garona
* Gilneas
* Gorefiend
* Gorgonnash
* Greymane
* Gul’dan
* Gundrak
* Gurubashi
* Hakkar
* Hellscream
* Illidan
* Jubei’Thos
* Kael’thas
* Kalecgos
* Kargath
* Khaz Modan
* Khaz’goroth
* Kil’jaeden
* Kilrogg
* Kirin Tor
* Korgath
* Kul Tiras
* Laughing Skull
* Lightninghoof
* Lightning’s Blade
* Llane
* Lothar
* Madoran
* Maelstrom
* Magtheridon
* Malfurion
* Malorne
* Malygos
* Mannoroth
* Medivh
* Moonrunner
* Mug’thol
* Muradin
* Nagrand
* Nathrezim
* Nazjatar
* Ner’zhul
* Perenolde
* Proudmoore
* Quel’Thalas
* Ragnaros
* Ravencrest
* Rexxar
* Runetotem
* Sargeras
* Saurfang
* Scarlet Crusade
* Sen’jin
* Shadow Council
* Shadowmoon
* Shadowsong
* Shattered Hand
* Silver Hand
* Silvermoon
* Skullcrusher
* Skywall
* Smolderthorn
* Spinebreaker
* Spirestone
* Staghelm
* Stonemaul
* Stormrage
* Stormreaver
* Stormscale
* Suramar
* Terenas
* Thaurissan
* Thorium Brotherhood
* Thunderhorn
* Thunderlord
* Tichondrius
* Trollbane
* Twisting Nether
* Uldum
* Ursin
* Vek’nilash
* Warsong
* Whisperwind
* Wildhammer
* Windrunner
* Zul’jin

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In addition to Saronite Bombs being disabled, there are a number of other hot fixes rolled out on live realms. Find them in Bornakk’s forum thread or better yet, read them below.

• Blood Queen Lana’thel will now begin her flight phase a little earlier in 25 player mode, Vampiric Bite is no longer mitigated by armor, and the damage of Vampiric Bite has been reduced.
• Toravon will now be affected appropriately by Area-of-Effect damage spells.
• The Frost Orb corpses in the Toravon encounter will now despawn faster.
• Players who are dead will now get credit as intended when defeating the Valithira Dreamwalker encounter.
• Players can no longer zone in while the Valithria Dreamwalker encounter is active.
• Anti Magic Shell no longer resets the Mystic Buffet stacks in the Sindragosa encounter.
• The Val’kyr in the Lich King encounter are no longer affected by Death Grip and will head to ledges faster.

Considering they only just patched recently, it’s very likely there will be more batches of fixes over the next few days so stay posted.

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Here is a video meant to be a parody and comedy. Watch a pair of guys rocking out to how much they prefer Azeroth to the doldrums of real life. The musical style may not be that impressive but is quite effective for the kind of tongue-in-cheek humor..



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Who would guess that playing a WoW game is lucrative? William Postlewaite a.k.a. Billy P. thanks his lucky star when he won $50,000 just for playing the WoW Trading Card Game (TCG) very, very well.

Postlethwait won the World of Warcraft’s Trading Card Game world championships early this month. And while he’s won $4,000 or $5,000 from other card games, the $50,000 bounty and glass trophy were the best he’s ever done playing cards.

There may not be loads of information on the actual mechanics behind Billy P.’s win but it is interesting to get to know the player himself. All we know is he works in a game store while going to school to learn finance. He also spent about two months of testing deck of cards with a friend before he found the one that he thought could all the way. What does he plan to do with all of his winnings? He is planning to buy a house. It is good to know that wild sum of money won by card game players are well spent.

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Watch news and exciting press release of Blizzard during Blizzcon 2009.

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Brace yourself for more new features to the World of Warcraft. In preparation for the launch of new features, soon on November 11, 2009, all current World of Warcraft players will be required to merge their World of Warcraft accounts with a Battle.net account in order to log in to the game. Starting on November 11, all World of Warcraft players will need to log in to the game using a Battle.net username and password, and anyone who wishes to create a new World of Warcraft account will need to start with a Battle.net account.

Creating a Battle.net account is simple. Best of all, it is for free. To merge your existing account with a Battle.net account, visit http://us.battle.net . For more info, check out the Battle.net site or read the FAQ: http://us.battle.net/faq/index.html

Thanks to WoW for the information.



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